Compare any two graphics cards:
GeForce GTX 980 vs Radeon RX 470
IntroThe GeForce GTX 980 comes with a GPU clock speed of 1126 MHz, and the 4096 MB of GDDR5 RAM runs at 1750 MHz through a 256-bit bus. It also is made up of 2048 Stream Processors, 128 Texture Address Units, and 64 Raster Operation Units.
Compare those specs to the Radeon RX 470, which comes with a clock frequency of 926 MHz and a GDDR5 memory speed of 1650 MHz. It also features a 256-bit bus, and uses a 14 nm design. It is made up of 2048 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 980 is 6% faster than the Radeon RX 470 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 980 should be quite a bit (about 22%) more effective at texture filtering than the Radeon RX 470. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 980 is a better choice, by far. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.